[Bf-committers] Console and Text editor proposals
I like Python and I like ability to edit Python scripts in Blender with built-in text editor. But in current state I find that editor quite impractical for anything more than text entering and simple debugging tasks. 1. Why in the world do we need undo for cursor movements? I mean, I change something and I navigate through code by using arrow and page keys. Finally I decide to undo my change, I have to undo 100 of cursor moves first?!? Please, remove cursor movement from undo stack, and If that's some future macro preparation, please disable it until a proper implementation is created. 2. Current CTRL+F keyboard shortcut in text editor doesn't do anything except showing and hiding of Properties bar. I suggest that default shortcut for Properties should be changed to CTRL+T, and that CTRL+F should be connected with function that will copy selected text (or word in front of a cursor) into the Find field. If Properties bar isn't already visible, the same function should show it, and then do copy. But Regardless to this proposal, I really don't see any reason why Find-Replace should be located in Properties bar and not to have a separated floating box like Jump. 3. Should I mention that I would like to see code completion reimplemented? :D Regarding console: 1. I would like to be able to select text with Shift + Arrow keys (Ctrl+Shift+Arrow, Shift+End, Shift+Home) as in regular text editor. 2. When creating some function or loop in console, I would like to be able to edit already entered lines, including first one. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] No more subsurf and mirror modifier with scupt mode?
Hi Sergey, sorry to drag this up again, but I wanted to respond (I've been away the last few days). On Thu, Apr 21, 2011 at 5:45 PM, Sergey I. Sharybin wrote: > Looks like it was implemented in 2.49 exactly in the same way as it > was before enabling sculpting on deformed mesh in 2.5 and i don't find > it intuitive. Well, for the purposes of poly modelling it's quite good - especially when you have reference designs and you're tweaking it to fit shapes from camera etc. Anyway I can't speak for Tristan, but he told me it was the main reason he uses blender for poly modelling, even in high end studios where he has access to many other tools. Anyway, there was a big difference between the previous 2.5 situation and 2.49, in that previously in 2.5 it would interpret the sculpt strokes using the vertex locations of the original base level mesh. In 2.49 it allows you to actually sculpt on the subdivided surface and even if you can't sculpt on the mirrored part of the mesh this is usually fine for this purpose. If you're already using mirror modifier when poly modelling you're probably only concentrating on one half of the model anyway. Check out this video of 2.49 - the setup is a base mesh, with mirror and subsurf modifier - it shows how you can sculpt correctly on the original vertices that are transformed to the limit surface, on one side of the mirrored mesh. http://mke3.net/blender/devel/2.5/sculpt_subsurf.mov Anyway, I'm not the one that's been using this feature, perhaps I can get him in touch with you. I just know he's been bugging me about it every time I work with him ;) cheers Matt ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] operator for blender
If you're talking about doing this in python, there is a very useful code snippet at BA*. It's using old api calls, but the math behind it is still sound. I've successfully used it in Blender 2.5. * http://blenderartists.org/forum/showthread.php?70881-Screen-coordinates-to-World-coordinates&p=653327&viewfull=1#post653327 2011/4/26 Yuniel Castro González > Hi. > I am programming an operator for blender. > I have seen the example templates but it is not enough. > With the events mouse_x and mouse_y I can capture the coordinates of a > click of the mouse pointer, but with regard to the screen. > How can I create a cube in the scene when giving a click with the mouse > pointer and that it leaves exactly where the click was given? > Thanks. > > -- > > > > > > > > > Yuniel > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Console and Text editor proposals
> > 1. Why in the world do we need undo for cursor movements? > Although this mailinglist isn't for feature requests, I'd like to stress the first point Damir makes. I use the text-editor a lot and having cursor movements in the undo stack almost feels like a bug to me. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] recent commits after 36315 broke scons building with player
should work now r36335. On Tue, Apr 26, 2011 at 6:41 AM, Nathan Letwory wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > On 26.4.2011 8:33, Yousef Hurfoush wrote: >> hi i get this error after the commit 36315 to build blender: >> - >> Creating library C:\Development\blender\build\win64-docs\bin\blender.lib >> and >> object C:\Development\blender\build\win64-docs\bin\blender.exp >> Generating code >> Finished generating code >> Trying to remove existing py bundle. >> Unpacking '../lib/win64/release/python32.tar.gz' to >> '..\install\win64-docs-36331 >> \2.57\python\lib' >> scons: building terminated because of errors. >> - > > This is not the real error message, but indication that somewhere along > the compiling/linking road there has been one. Check the output for the > real error (often first occurrance of the word error, except for those > where it is part of a file or directory name). > > /Nathan > > - -- > Nathan Letwory > Letwory Interactive | Studio Lumikuu > http://www.letworyinteractive.com | http://www.lumikuu.com > -BEGIN PGP SIGNATURE- > Version: GnuPG v1.4.10 (MingW32) > Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ > > iQEcBAEBAgAGBQJNtmk0AAoJEKtfN7KsE0TtJ7EH/0vijCLrVBQzQwO+/NX+BxsK > lY25j0Hw0eENIK17oAQIWe5RXuHaKgLmIfTZAuAXcinLO9dtUyVfB6+WrFg8E2Cy > 48wbQvqsRQJh35iYGK/B1wk3iyv2tUru7anQnGur0CJCRp3KjGpmYnYn5R6YrDHr > 0QfFRF70cBjcjiBuo4SO2RbTReeVm2oFrMLTZC0soscY+yDCd7jX6iXDsAPMVkCU > efuGDlZ3NZe+FpZc+UOTsIEtH1MGGrjCSseFncyriNisBux9Sfw+ah9kOELapyq8 > ADKu6agFnSJD7rtnlBnZuCLsIW8nZOdGhRxYVSx3wBRqYKoxWVM1ZqE7MsnAoPE= > =ki1T > -END PGP SIGNATURE- > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Blender 2.57b AHOY!
Hi all, We're all fallible human beings, and that's even more so for myself. :) Fixing a quite obscure crash in a menu caused other more common menus to crash. That's been fixed now, and it's nicer for our users to also put that online. Nathan & Campbell prepared the tag and a log for a 'b' update. So - for the last 2.57 time - let the build systems go! - revision 36339 - tagged as 2.57b-release https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57b-release Thanks! -Ton- Ton Roosendaal Blender Foundation t...@blender.orgwww.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57b AHOY!
On Tue, Apr 26, 2011 at 12:39 PM, Ton Roosendaal wrote: > Hi all, > > We're all fallible human beings, and that's even more so for myself. :) > Fixing a quite obscure crash in a menu caused other more common menus > to crash. That's been fixed now, and it's nicer for our users to also > put that online. > > Nathan & Campbell prepared the tag and a log for a 'b' update. > > So - for the last 2.57 time - let the build systems go! > > - revision 36339 > - tagged as 2.57b-release > https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57b-release > > Thanks! > > -Ton- 28 bugs fixed! heres the change log. http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_257b feel free to edit the descriptions (node fixes are especially confusing). ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
> Also a lock camera to view option would be great so we can just move > the camera like we move any other viewport Like Campbell said, that isn't very hard to do in python. Below you can find some code for it. Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view, search (spacebar) for Lock camera to view. import bpy import mathutils class ModalOperator(bpy.types.Operator): '''Move camera along with the viewport''' bl_idname = "view3d.lock_camera" bl_label = "Lock camera to view" @classmethod def poll(cls, context): camera = context.scene.camera if not camera: return(False) return(camera.name in context.scene.objects) def modal(self, context, event): camera = context.scene.camera rv3d = context.space_data.region_3d # rotation + location camera.matrix_world = rv3d.view_matrix.copy().inverted() # override location to take view_distance into account rotation = rv3d.view_matrix.copy().to_3x3().inverted() z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation camera.location = rv3d.view_location + (rv3d.view_distance * z_normal) # handle events if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: context.area.header_text_set() return {'FINISHED'} elif event.type == 'ESC': camera.matrix_world = self.camera_matrix context.area.header_text_set() return {'CANCELLED'} return {'PASS_THROUGH'} def invoke(self, context, event): context.window_manager.modal_handler_add(self) self.camera_matrix = context.scene.camera.matrix_world.copy() context.space_data.region_3d.view_perspective = 'PERSP' context.area.header_text_set("ESC to cancel, ENTER or LMB to confirm") return {'RUNNING_MODAL'} def register(): bpy.utils.register_class(ModalOperator) def unregister(): bpy.utils.unregister_class(ModalOperator) if __name__ == "__main__": register() ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57b AHOY!
FreeBSD builds are up :) On Tue, Apr 26, 2011 at 7:39 AM, Ton Roosendaal wrote: > Hi all, > > We're all fallible human beings, and that's even more so for myself. :) > Fixing a quite obscure crash in a menu caused other more common menus > to crash. That's been fixed now, and it's nicer for our users to also > put that online. > > Nathan & Campbell prepared the tag and a log for a 'b' update. > > So - for the last 2.57 time - let the build systems go! > > - revision 36339 > - tagged as 2.57b-release > https://svn.blender.org/svnroot/bf-blender/tags/blender-2.57b-release > > Thanks! > > -Ton- > > > Ton Roosendaal Blender Foundation t...@blender.org www.blender.org > Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Unlimited Clay update
Hi all :) Now that I have leverage both UnlimietdClay and LiveClay implementations http://farsthary.wordpress.com/2011/04/25/second-liveclay-video-test/ and since free time is a scarce resource for me I will rely on the true power of open source: "release often, release early" and hopefully will release by tomorrow my UnlimitedClay (Blender) patch. Several awesome blender devs (Serguey and Joe) will aid to solve the main pending issues with PBVH tree and porting to the modern BMesh data structure instead of the old and slow editmesh, so consider this release non production ready, unstable and only for further development purposes :) Cheers Farsthary >>> - Participe en Universidad 2012, del 13 al 17 de febrero de 2012. Habana. Cuba. http://www.congresouniversidad.cu - Consulte la Enciclopedia Colaborativa Cubana. http://www.ecured.cu ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] 2 points in blender 2.5
Hi. I need a function that returns (in blender 2.5)the couples of coordinates of the screen (x,y) minimum and maximum that contain the scene, that is to say, the left inferior point and the right superior point of the scene, but in 2 dimensions. Thanks ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] 2.49 to 2.5
def getPixelDepth(x,y): z = BGL.Buffer(BGL.GL_FLOAT, [1]) glReadPixels (x,y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, z); print "value from depth buffer is",z return z[0] in blender 2.49 this function returns the z coordinate since the pair (x, y), but what I can do it in 2.5 because those functions do not recognize them Thanks. -- Yuniel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Vector Separate/Combine
On Thu, Apr 21, 2011 at 6:30 PM, Martin Poirier wrote: > They're still all dealing with 4-floats (or less), so there's not many > reason to not have generic separate-combine nodes that can be reused for the > different types (the genericity can be taken care of internally while users > see specific types for all possible in/out). > > Martin > As one of the artist types around here, I would say I am always happy to have more options provided the interface is good and there are good manual entries with good examples of use, that I can understand. -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Blender 2.57a AHOY!
I just downloaded and installed 2.57a and started it up. I was at first confused because it looks just like 2.57 right down to the 2.57.0 number. I had to come to this thread and see the revision number to be sure I had even installed it correctly. I would suggest that we change that splash screen to at least say that it is 2.57a or 2.57.5 or something like that. Revision numbers don't mean much to most of us normal artist types. :-) -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
> Below you can find some code for (...) Lock camera to view. Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which even takes care of non-perspective views) On my understanding what people are ranting is for the lack of options to move while "inside" the camera mode. -- Dalai 2011/4/26 bartius crouch : >> Also a lock camera to view option would be great so we can just move >> the camera like we move any other viewport > > Like Campbell said, that isn't very hard to do in python. Below you can find > some code for it. > Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view, > search (spacebar) for Lock camera to view. > > > > import bpy > import mathutils > > > class ModalOperator(bpy.types.Operator): > '''Move camera along with the viewport''' > bl_idname = "view3d.lock_camera" > bl_label = "Lock camera to view" > > @classmethod > def poll(cls, context): > camera = context.scene.camera > if not camera: > return(False) > return(camera.name in context.scene.objects) > > def modal(self, context, event): > camera = context.scene.camera > rv3d = context.space_data.region_3d > > # rotation + location > camera.matrix_world = rv3d.view_matrix.copy().inverted() > > # override location to take view_distance into account > rotation = rv3d.view_matrix.copy().to_3x3().inverted() > z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation > camera.location = rv3d.view_location + (rv3d.view_distance * > z_normal) > > # handle events > if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: > context.area.header_text_set() > return {'FINISHED'} > elif event.type == 'ESC': > camera.matrix_world = self.camera_matrix > context.area.header_text_set() > return {'CANCELLED'} > > return {'PASS_THROUGH'} > > def invoke(self, context, event): > context.window_manager.modal_handler_add(self) > self.camera_matrix = context.scene.camera.matrix_world.copy() > context.space_data.region_3d.view_perspective = 'PERSP' > context.area.header_text_set("ESC to cancel, ENTER or LMB to > confirm") > return {'RUNNING_MODAL'} > > > def register(): > bpy.utils.register_class(ModalOperator) > > > def unregister(): > bpy.utils.unregister_class(ModalOperator) > > > if __name__ == "__main__": > register() ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Sensor Size
Hola, I am of course hopeful to see this get some attention from the developers, and appreciate you guys seeing the importance of this. I just don't know how to proceed with this to make an inclusion in trunk more likely. It would be really nice to hear some opinions from those with authority. With the BF being serious about camera tracking features and later VFX, the basic functionality this patch provides is pretty essential for any further work (gsoc) in this area. Better exporters also need this. I realize the devs are busy, but don't understand why they are quiet on this issue. There are still issues that need to be looked at, like resolution gate (cameras having separate resolution from the render output) and making the unit system work with DoF (for correct focus-distance-affects-fov), but as a base I feel the patch is good to go. Easy for me to say so I need a devs eye on this. /Ejner On Tue, Apr 26, 2011 at 8:25 AM, Daniel Salazar - 3Developer.com wrote: > Thumbs up, very helpful for VFX > > Daniel Salazar > 3Developer.com > > > > On Tue, Apr 26, 2011 at 12:07 AM, Troy Sobotka wrote: >> Long time coming, but with recent patch upgrades from Ejner Fergo I'm >> wondering what the percentage chance we can see this appear in trunk? >> >> http://projects.blender.org/tracker/?func=detail&atid=127&aid=24427&group_id=9 >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
Well that's a start :) Daniel Salazar 3Developer.com On Tue, Apr 26, 2011 at 7:43 AM, bartius crouch wrote: >> Also a lock camera to view option would be great so we can just move >> the camera like we move any other viewport > > Like Campbell said, that isn't very hard to do in python. Below you can find > some code for it. > Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view, > search (spacebar) for Lock camera to view. > > > > import bpy > import mathutils > > > class ModalOperator(bpy.types.Operator): > '''Move camera along with the viewport''' > bl_idname = "view3d.lock_camera" > bl_label = "Lock camera to view" > > @classmethod > def poll(cls, context): > camera = context.scene.camera > if not camera: > return(False) > return(camera.name in context.scene.objects) > > def modal(self, context, event): > camera = context.scene.camera > rv3d = context.space_data.region_3d > > # rotation + location > camera.matrix_world = rv3d.view_matrix.copy().inverted() > > # override location to take view_distance into account > rotation = rv3d.view_matrix.copy().to_3x3().inverted() > z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation > camera.location = rv3d.view_location + (rv3d.view_distance * > z_normal) > > # handle events > if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: > context.area.header_text_set() > return {'FINISHED'} > elif event.type == 'ESC': > camera.matrix_world = self.camera_matrix > context.area.header_text_set() > return {'CANCELLED'} > > return {'PASS_THROUGH'} > > def invoke(self, context, event): > context.window_manager.modal_handler_add(self) > self.camera_matrix = context.scene.camera.matrix_world.copy() > context.space_data.region_3d.view_perspective = 'PERSP' > context.area.header_text_set("ESC to cancel, ENTER or LMB to > confirm") > return {'RUNNING_MODAL'} > > > def register(): > bpy.utils.register_class(ModalOperator) > > > def unregister(): > bpy.utils.unregister_class(ModalOperator) > > > if __name__ == "__main__": > register() > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
@dfelinto(pto): nope, it would need to *stay* in camera view when panning and dollying around :) Daniel Salazar 3Developer.com On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto wrote: >> Below you can find some code for (...) Lock camera to view. > Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which > even takes care of non-perspective views) > > On my understanding what people are ranting is for the lack of options > to move while "inside" the camera mode. > > -- > Dalai > > 2011/4/26 bartius crouch : >>> Also a lock camera to view option would be great so we can just move >>> the camera like we move any other viewport >> >> Like Campbell said, that isn't very hard to do in python. Below you can find >> some code for it. >> Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view, >> search (spacebar) for Lock camera to view. >> >> >> >> import bpy >> import mathutils >> >> >> class ModalOperator(bpy.types.Operator): >> '''Move camera along with the viewport''' >> bl_idname = "view3d.lock_camera" >> bl_label = "Lock camera to view" >> >> @classmethod >> def poll(cls, context): >> camera = context.scene.camera >> if not camera: >> return(False) >> return(camera.name in context.scene.objects) >> >> def modal(self, context, event): >> camera = context.scene.camera >> rv3d = context.space_data.region_3d >> >> # rotation + location >> camera.matrix_world = rv3d.view_matrix.copy().inverted() >> >> # override location to take view_distance into account >> rotation = rv3d.view_matrix.copy().to_3x3().inverted() >> z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation >> camera.location = rv3d.view_location + (rv3d.view_distance * >> z_normal) >> >> # handle events >> if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: >> context.area.header_text_set() >> return {'FINISHED'} >> elif event.type == 'ESC': >> camera.matrix_world = self.camera_matrix >> context.area.header_text_set() >> return {'CANCELLED'} >> >> return {'PASS_THROUGH'} >> >> def invoke(self, context, event): >> context.window_manager.modal_handler_add(self) >> self.camera_matrix = context.scene.camera.matrix_world.copy() >> context.space_data.region_3d.view_perspective = 'PERSP' >> context.area.header_text_set("ESC to cancel, ENTER or LMB to >> confirm") >> return {'RUNNING_MODAL'} >> >> >> def register(): >> bpy.utils.register_class(ModalOperator) >> >> >> def unregister(): >> bpy.utils.unregister_class(ModalOperator) >> >> >> if __name__ == "__main__": >> register() > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] Bug #27167 : blender crash with "illegal hardware instruction" on amd x86 + call for testers
Hi everyone, Some Debian users reported [1] a crash with blender (from 2.53 to early 2.57) on amd 32bit computer because of some SSE2 instructions enabled. I've already reported this on #27167 and I give a shot in the ML. One user sent the following patch that seems to fix both build and execution on this kind of architecture : Start of patch ** diff -ru blender-2.56.1-beta-svn34076.orig/build_files/cmake/macros.cmake blender-2.56.1-beta-svn34076/build_files/cmake/macros.cmake --- blender-2.56.1-beta-svn34076.orig/build_files/cmake/macros.cmake 2010-12-23 00:09:30.0 +0100 +++ blender-2.56.1-beta-svn34076/build_files/cmake/macros.cmake 2011-04-23 19:45:14.297633657 +0200 @@ -220,7 +220,7 @@ # message(STATUS "Detecting SSE support") if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX) - set(CMAKE_REQUIRED_FLAGS "-msse -msse2") + set(CMAKE_REQUIRED_FLAGS "-msse -msse2 -O0") elseif(MSVC) set(CMAKE_REQUIRED_FLAGS "/arch:SSE2") # TODO, SSE 1 ? endif() * End of patch *** >From what I've investigate so far, SSE2 is tested only for RAY_OPTIMIZATION however execution failed in RNA_def_property_range(). Program received signal SIGILL, Illegal instruction. 0x08b78c4d in RNA_def_property_range () (gdb) disassemble -- snip -- 0x08b78c44 <+116>: lea0x0(%esi,%eiz,1),%esi 0x08b78c48 <+120>: fxch %st(1) 0x08b78c4a <+122>: fstpl -0x20(%ebp) => 0x08b78c4d <+125>: cvttsd2si -0x20(%ebp),%ecx 0x08b78c52 <+130>: mov%ecx,0x78(%eax) 0x08b78c55 <+133>: fstpl -0x20(%ebp) 0x08b78c58 <+136>: cvttsd2si -0x20(%ebp),%edx -- snip -- I'm suspecting a gcc bug but I'm maybe completely wrong :) and I'm not familiar with this kind of bug involving specific hardware instructions. I can't reproduce the bug because I don't own any amd computer and it makes my investigations harder. Therefore I'm looking for testers or builders which are running a Debian Sid or are familiar with -msse(2) in gcc. Meanwhile, I will take a look at the wiki page about buildbot configuration from Sergey. Regards, [1] http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=599680 --- Kevin Roy ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
[Bf-committers] equivalent in 2.5
Hi. Which is the expression equivalent to: for Win3D in Window.GetScreenInfo (Window.Types.VIEW3D) in blender 2.5?? -- Yuniel ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] equivalent in 2.5
In blender 2.5 normally this is not needed, rather then looping over all views generally operators are set to only run in that view type. then they can access context.area, context.region. But there are still times this is handy, Demo Mode Addon for eg checks all spaces to auto detect if the screen setup should play an animation or render. Heres an example of looping over 3d views in the active window. import bpy for area in bpy.context.window.screen.areas: space = area.active_space if space.type == 'VIEW_3D': rv3d = space.region_3d print(space, rv3d) ... or as a generator to loop over different types. import bpy def space_iter_type(view_type): for area in bpy.context.window.screen.areas: space = area.active_space if space.type == view_type: yield space for view in space_iter_type('VIEW_3D'): print(view) 2011/4/27 Yuniel Castro González : > Hi. > Which is the expression equivalent to: > > for Win3D in Window.GetScreenInfo (Window.Types.VIEW3D) > > in blender 2.5?? > > -- > > > > > > > > > Yuniel > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- - Campbell ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
And if this would work for the camera, then it should also work for anything else (lamps mainly). The script didn't work for me on osx - the view is not locked to the camera view and trackballing around loses the camera lock alltogether =) Cheers, -mats On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote: > @dfelinto(pto): nope, it would need to *stay* in camera view when panning > and dollying around :) > > Daniel Salazar > 3Developer.com > > > > On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto wrote: >>> Below you can find some code for (...) Lock camera to view. >> Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which >> even takes care of non-perspective views) >> >> On my understanding what people are ranting is for the lack of options >> to move while "inside" the camera mode. >> >> -- >> Dalai >> >> 2011/4/26 bartius crouch : Also a lock camera to view option would be great so we can just move the camera like we move any other viewport >>> >>> Like Campbell said, that isn't very hard to do in python. Below you can find >>> some code for it. >>> Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view, >>> search (spacebar) for Lock camera to view. >>> >>> >>> >>> import bpy >>> import mathutils >>> >>> >>> class ModalOperator(bpy.types.Operator): >>>'''Move camera along with the viewport''' >>>bl_idname = "view3d.lock_camera" >>>bl_label = "Lock camera to view" >>> >>>@classmethod >>>def poll(cls, context): >>>camera = context.scene.camera >>>if not camera: >>>return(False) >>>return(camera.name in context.scene.objects) >>> >>>def modal(self, context, event): >>>camera = context.scene.camera >>>rv3d = context.space_data.region_3d >>> >>># rotation + location >>>camera.matrix_world = rv3d.view_matrix.copy().inverted() >>> >>># override location to take view_distance into account >>>rotation = rv3d.view_matrix.copy().to_3x3().inverted() >>>z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation >>>camera.location = rv3d.view_location + (rv3d.view_distance * >>> z_normal) >>> >>># handle events >>>if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: >>>context.area.header_text_set() >>>return {'FINISHED'} >>>elif event.type == 'ESC': >>>camera.matrix_world = self.camera_matrix >>>context.area.header_text_set() >>>return {'CANCELLED'} >>> >>>return {'PASS_THROUGH'} >>> >>>def invoke(self, context, event): >>>context.window_manager.modal_handler_add(self) >>>self.camera_matrix = context.scene.camera.matrix_world.copy() >>>context.space_data.region_3d.view_perspective = 'PERSP' >>>context.area.header_text_set("ESC to cancel, ENTER or LMB to >>> confirm") >>>return {'RUNNING_MODAL'} >>> >>> >>> def register(): >>>bpy.utils.register_class(ModalOperator) >>> >>> >>> def unregister(): >>>bpy.utils.unregister_class(ModalOperator) >>> >>> >>> if __name__ == "__main__": >>>register() >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
How bout a pin icon in one corner of camera view so when activated, cam view (or any object view) would act as regular view? And ALT could be a shortcut key that would temporary glue cam to the view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward or backward and SHIFT+ALT+MMB would pan camera?) On 27 April 2011 07:36, Mats Holmberg wrote: > And if this would work for the camera, then it should also work for anything > else (lamps mainly). The script didn't work for me on osx - the view is not > locked to the camera view and trackballing around loses the camera lock > alltogether =) > > Cheers, > -mats > > On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote: > >> @dfelinto(pto): nope, it would need to *stay* in camera view when panning >> and dollying around :) >> >> Daniel Salazar >> 3Developer.com >> >> >> >> On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto wrote: Below you can find some code for (...) Lock camera to view. >>> Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which >>> even takes care of non-perspective views) >>> >>> On my understanding what people are ranting is for the lack of options >>> to move while "inside" the camera mode. >>> >>> -- >>> Dalai >>> >>> 2011/4/26 bartius crouch : > Also a lock camera to view option would be great so we can just move > the camera like we move any other viewport Like Campbell said, that isn't very hard to do in python. Below you can find some code for it. Copy the text below into the text-editor, Run Script (alt+P), go to 3d-view, search (spacebar) for Lock camera to view. import bpy import mathutils class ModalOperator(bpy.types.Operator): '''Move camera along with the viewport''' bl_idname = "view3d.lock_camera" bl_label = "Lock camera to view" @classmethod def poll(cls, context): camera = context.scene.camera if not camera: return(False) return(camera.name in context.scene.objects) def modal(self, context, event): camera = context.scene.camera rv3d = context.space_data.region_3d # rotation + location camera.matrix_world = rv3d.view_matrix.copy().inverted() # override location to take view_distance into account rotation = rv3d.view_matrix.copy().to_3x3().inverted() z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation camera.location = rv3d.view_location + (rv3d.view_distance * z_normal) # handle events if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: context.area.header_text_set() return {'FINISHED'} elif event.type == 'ESC': camera.matrix_world = self.camera_matrix context.area.header_text_set() return {'CANCELLED'} return {'PASS_THROUGH'} def invoke(self, context, event): context.window_manager.modal_handler_add(self) self.camera_matrix = context.scene.camera.matrix_world.copy() context.space_data.region_3d.view_perspective = 'PERSP' context.area.header_text_set("ESC to cancel, ENTER or LMB to confirm") return {'RUNNING_MODAL'} def register(): bpy.utils.register_class(ModalOperator) def unregister(): bpy.utils.unregister_class(ModalOperator) if __name__ == "__main__": register() >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
Yes Ive been thinking in something like that, I think the navigation is overall too hard and hotkey oriented, lots of local rotations and grabs without the widgets there to help. I wonder if we could design a set of in camera view widgets? Daniel Salazar 3Developer.com On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg wrote: > How bout a pin icon in one corner of camera view so when activated, > cam view (or any object view) would act as regular view? > And ALT could be a shortcut key that would temporary glue cam to the > view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward > or backward and SHIFT+ALT+MMB would pan camera?) > > On 27 April 2011 07:36, Mats Holmberg wrote: >> And if this would work for the camera, then it should also work for anything >> else (lamps mainly). The script didn't work for me on osx - the view is not >> locked to the camera view and trackballing around loses the camera lock >> alltogether =) >> >> Cheers, >> -mats >> >> On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote: >> >>> @dfelinto(pto): nope, it would need to *stay* in camera view when panning >>> and dollying around :) >>> >>> Daniel Salazar >>> 3Developer.com >>> >>> >>> >>> On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto wrote: > Below you can find some code for (...) Lock camera to view. Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which even takes care of non-perspective views) On my understanding what people are ranting is for the lack of options to move while "inside" the camera mode. -- Dalai 2011/4/26 bartius crouch : >> Also a lock camera to view option would be great so we can just move >> the camera like we move any other viewport > > Like Campbell said, that isn't very hard to do in python. Below you can > find > some code for it. > Copy the text below into the text-editor, Run Script (alt+P), go to > 3d-view, > search (spacebar) for Lock camera to view. > > > > import bpy > import mathutils > > > class ModalOperator(bpy.types.Operator): > '''Move camera along with the viewport''' > bl_idname = "view3d.lock_camera" > bl_label = "Lock camera to view" > > @classmethod > def poll(cls, context): > camera = context.scene.camera > if not camera: > return(False) > return(camera.name in context.scene.objects) > > def modal(self, context, event): > camera = context.scene.camera > rv3d = context.space_data.region_3d > > # rotation + location > camera.matrix_world = rv3d.view_matrix.copy().inverted() > > # override location to take view_distance into account > rotation = rv3d.view_matrix.copy().to_3x3().inverted() > z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation > camera.location = rv3d.view_location + (rv3d.view_distance * > z_normal) > > # handle events > if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: > context.area.header_text_set() > return {'FINISHED'} > elif event.type == 'ESC': > camera.matrix_world = self.camera_matrix > context.area.header_text_set() > return {'CANCELLED'} > > return {'PASS_THROUGH'} > > def invoke(self, context, event): > context.window_manager.modal_handler_add(self) > self.camera_matrix = context.scene.camera.matrix_world.copy() > context.space_data.region_3d.view_perspective = 'PERSP' > context.area.header_text_set("ESC to cancel, ENTER or LMB to > confirm") > return {'RUNNING_MODAL'} > > > def register(): > bpy.utils.register_class(ModalOperator) > > > def unregister(): > bpy.utils.unregister_class(ModalOperator) > > > if __name__ == "__main__": > register() ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers >>> ___ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> ___ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers
Re: [Bf-committers] Camera view navigation rant
Actually, IMHO Blender has the best 3D view navigation on the market and I simply love it. I realize that and I cry every time when I have to manipulate some other 3D App views. I don't mind to have a set of widgets that would help, but current shortcut key based navigation is priceless. Only thing that I would like to have is ability to manipulate with cam (or object) view in the same way as I manipulate with every other view. On 27 April 2011 08:01, Daniel Salazar - 3Developer.com wrote: > Yes Ive been thinking in something like that, I think the navigation > is overall too hard and hotkey oriented, lots of local rotations and > grabs without the widgets there to help. I wonder if we could design a > set of in camera view widgets? > > Daniel Salazar > 3Developer.com > > > > On Tue, Apr 26, 2011 at 11:59 PM, Damir Prebeg > wrote: >> How bout a pin icon in one corner of camera view so when activated, >> cam view (or any object view) would act as regular view? >> And ALT could be a shortcut key that would temporary glue cam to the >> view (Alt+MMB would rotate cam, CTRL+ALT+MMB would move camera forward >> or backward and SHIFT+ALT+MMB would pan camera?) >> >> On 27 April 2011 07:36, Mats Holmberg wrote: >>> And if this would work for the camera, then it should also work for >>> anything else (lamps mainly). The script didn't work for me on osx - the >>> view is not locked to the camera view and trackballing around loses the >>> camera lock alltogether =) >>> >>> Cheers, >>> -mats >>> >>> On 27.4.2011, at 1.39, Daniel Salazar - 3Developer.com wrote: >>> @dfelinto(pto): nope, it would need to *stay* in camera view when panning and dollying around :) Daniel Salazar 3Developer.com On Tue, Apr 26, 2011 at 12:58 PM, Dalai Felinto wrote: >> Below you can find some code for (...) Lock camera to view. > Isn't this what Ctrl+Alt+Numpad0 do? (align camera to view -- which > even takes care of non-perspective views) > > On my understanding what people are ranting is for the lack of options > to move while "inside" the camera mode. > > -- > Dalai > > 2011/4/26 bartius crouch : >>> Also a lock camera to view option would be great so we can just move >>> the camera like we move any other viewport >> >> Like Campbell said, that isn't very hard to do in python. Below you can >> find >> some code for it. >> Copy the text below into the text-editor, Run Script (alt+P), go to >> 3d-view, >> search (spacebar) for Lock camera to view. >> >> >> >> import bpy >> import mathutils >> >> >> class ModalOperator(bpy.types.Operator): >> '''Move camera along with the viewport''' >> bl_idname = "view3d.lock_camera" >> bl_label = "Lock camera to view" >> >> @classmethod >> def poll(cls, context): >> camera = context.scene.camera >> if not camera: >> return(False) >> return(camera.name in context.scene.objects) >> >> def modal(self, context, event): >> camera = context.scene.camera >> rv3d = context.space_data.region_3d >> >> # rotation + location >> camera.matrix_world = rv3d.view_matrix.copy().inverted() >> >> # override location to take view_distance into account >> rotation = rv3d.view_matrix.copy().to_3x3().inverted() >> z_normal = mathutils.Vector([0.0, 0.0, 1.0]) * rotation >> camera.location = rv3d.view_location + (rv3d.view_distance * >> z_normal) >> >> # handle events >> if event.type in ['LEFTMOUSE', 'NUMPAD_ENTER', 'RET']: >> context.area.header_text_set() >> return {'FINISHED'} >> elif event.type == 'ESC': >> camera.matrix_world = self.camera_matrix >> context.area.header_text_set() >> return {'CANCELLED'} >> >> return {'PASS_THROUGH'} >> >> def invoke(self, context, event): >> context.window_manager.modal_handler_add(self) >> self.camera_matrix = context.scene.camera.matrix_world.copy() >> context.space_data.region_3d.view_perspective = 'PERSP' >> context.area.header_text_set("ESC to cancel, ENTER or LMB to >> confirm") >> return {'RUNNING_MODAL'} >> >> >> def register(): >> bpy.utils.register_class(ModalOperator) >> >> >> def unregister(): >> bpy.utils.unregister_class(ModalOperator) >> >> >> if __name__ == "__main__": >> register() > ___ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > ___ Bf-committers mailing list Bf-committer